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The anime sucks just saying.. in terms of character development it is the worst anime I know.

first move.. so tail glow + baton pass in the same move.. broken.
Secound move too underpowered.
third move- why bye bye sczior? he can switch again you know? and I never saw any mechanic of selective team shuffler..

Here are the new effects, considering how people think Vintage is broken xD

Vintage (Psychic)
PP: 10/Power: --/Accuracy: --/Category: Status
The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 2 stage boost in special attack and attack.
Right kiddos, depends on BST, making suicide leads even better! No priority tho :3 Cilan Reference... For anime watchers

Web Shock (Electric)
PP: 15/Power: ??/Accuracy: 90/Category: Attacj
The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

Magnet Force (Steel)
PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
Haha bye Scizor and Heatran and ferry and rachi and Lucario and...

Web Shock (Electric)
PP: 15/Power: ??/Accuracy: 90/Category: Attacj
The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

It would need a lot more starting power to be at all useful. Being forced to use String Shot for a 75 base Power attack that would fail if the Pokemon you String Shot switches isn't very good. Especially on something as frail as Galvantula. Maybe if it started at 150 base power after a String Shot AND String Shot had an added "Mean Look" effect it would be more useful.

Magnet Force (Steel)
PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
Haha bye Scizor and Heatran and ferry and rachi and Lucario and...

But you just said that it would lower the opponent's Attack stat by one stage for each turn that it suffers residual trap damage. I'm confused.

i said it would lower the foe's attack on the first, third and fifth turns of wrap. my wording made it confusing. sorry. and neckbreaker ends any restraining effect, so it can only be used every other turn if you keep using wrap.

EDIT: New Move:

Magnetic Lift
Type: Steel | Power: -- | Acc: -- | PP: 20 |
if a steel type switches in, they are put under the effect of telekinesis and may not switch out for 1 turn.

Honestly, Combusken would actually have a decent niche on Baton Pass teams if it had access to both BP and Speed Boost at the same time. It's pretty much like Ninjask, only better in virtually every way. For one thing, it's typing makes it neutral to SR instead of 4x weak. It's also surprisingly bulky with the Eviolite. A Combusken with max HP has about the equivalent defenses of an uninvested Pokemon with 92/99/99 defenses, which makes it a little bulkier than offensive Dragonite overall (not including Multiscale, of course). Sure beats the heck out of Ninjask's 61/45/50 bulk (yes, Combusken is actually bulkier than Ninjask even without the Eviolite, lol). Combusken also has a huge advantage in its ability to still remain an offensive threat. Even though its offenses are both a little lower than Ninjask's Atk stat, it has two STABs that are arguably much better than either of Ninjask's, and each STAB has moves like Fire Blast and Focus Blast that are much more powerful than X-Scissor. This allows Combusken to force quite a few switches on Pokemon like Ferrothorn (standard is OHKOd by 0 SpA Fire Blast about 88% of the time without SR), Scizor, and Forretress while getting up a Sub at the same time. Once it reaches three boosts (not hard at all if you get a Sub on a switch and use Protect), outspeeding it is almost unthinkable. Honestly, the only thing Ninjask would have over it is more initial speed, which isn't always going to be important when you can spam Sub and Protect and get your speed to ridiculous levels anyways.

Kind of really annoying since lots of pokemons get it and that choice scarf or that choice specs.. ouch..
Maybe a special intimidate since it seems like making the opponent nerveous that would be better than being useless.

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

Kind of really annoying since lots of pokemons get it and that choice scarf or that choice specs.. ouch..
Maybe a special intimidate since it seems like making the opponent nerveous that would be better than being useless.

This would be nice, lowering that Reshiram or Alakazams sp att would help a lot!

Move: Ashura
type: fire/physical
bsp: 85
pp: 15
effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
also: FLAREON COULD LEARN IT!!!!!!!!

Move: Kotetsu
Type: electric/Physical
Bsp: 95
pp: 10
effect: covers limb in lightning and slashes with a 50% chance of placing a taunt on the opponent

Status condition:

Burdened:
pokemon who are burdened will faint in 5 turns
immunities: Dark type/fighting type/ghost type
is healed like confusion though (switching out)

Vintage v.01 (Psychic)
PP: 10/Power: --/Accuracy: --/Category: Status
The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 3 stage boost in special attack and attack.
Right kiddos, depends on BST, making suicide leads even better! No priority tho :3 Cilan Reference... For anime watchers

Vintage v.02 (Psychic)
PP: 10/Power: --/Accuracy: --/Category: Status
The user takes 1/2 HP and switches out to the strongest Pokemon and gives the pokemon that is switched in a 2 stage boost in special attack and attack.

Memento faints the user to give the foe -2 Attack and -2 Sp. Atk. In the same vein, Vintage should faint the user and give the incoming Pokémon +2 Attack and +2 Sp. Atk. Any less penalty and any more boosts makes both versions of Vintage broken.

Web Shock v.01 (Electric)
PP: 15/Power: ??/Accuracy: 90/Category: Attacj
The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

Web Shock v.02 (Electric)
PP: 15/Power: ??/Accuracy: 90/Category: Attacj
The user lets loose a jolt of electricity through strings, dealing damage and has a 30% chance of paralysis. Only works when string shot has been used,

Needing to have used another move just makes the user feel bad if they can't get both moves in. Just like how Rollout doubles in power after Defense Curl is used, maybe Web Shock should double in power after String Shot is used:

Base power = 50 + 20n, where n is the number of times String Shot has been used by the user of Web Shock previously during its most recent switch-in, capping out at 6 (that means Roar and Whirlwind reset n) or something.

Magnet Force (Steel)
PP: 15/Power: --/Accuracy: 100/Category: Status/Priority: -6
The user summons a huge magnet that forces any steel type on the team to switch in. If there is no steel type present on the team, this move will fail.
Haha bye Scizor and Heatran and ferry and rachi and Lucario and...

The fact that this can fish out only Steel-types make Magnet Force both better and worse than Roar and Whirlwind. It can only fish out one type of Pokémon, but that makes it so that it's insanely easy to trap and kill any Steel-type Pokémon out there.

Steel-types are extremely defensive, yes, but that doesn't really mean that they should be punished so easily.

Originally Posted by Jacobthepokemonfreak

Just some move i came up with

Gale(flying)
Base power: N/A
PP: 10
Effect: creates a small twister around the pokemon reducing damage by 1.5x for 5 turns and causing rough skin/rocky helmet damage to pokemon who use a physical move
dissapears when user is switched out.

any ideas?

What does "reduce damage by x1.5" mean? Half damage? 2/3 damage? I don't get it.

Regardless, it's already strictly better than Reflect and Light Screen even if you remove the Rough Skin effect in that it mitigates both physical and special damage. For it to also inflict Rough Skin damage on a Pokémon is extremely good.

Originally Posted by Ghosts of the Forums

EDIT: New Move:

Magnetic Lift
Type: Steel | Power: -- | Acc: -- | PP: 20 |
if a steel type switches in, they are put under the effect of telekinesis and may not switch out for 1 turn.

its an entry hazard, btw.

Is what you put the description of the move or the actual effect? Putting the foe under the Telekinesis effect (the Psychic-type move that makes the foe easier to hit for three turns) is really good, and more balanced when it comes to mechanics that punish Steel-types.

Water Absorb merely heals the Pokémon when it is hit by a Water-type attack. For it to also reduce damage from Dark-type moves makes it extremely powerful.

Move: Ashura
type: fire/physical
bsp: 85
pp: 15
effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
also: FLAREON COULD LEARN IT!!!!!!!!

That's actually really neat. I've never seen a secondary effect disable the opponent's last-used move.
I personally don't see Flareon getting the ability to disable the foe's moves, though.

Move: Kotetsu
Type: electric/Physical
Bsp: 95
pp: 10
effect: covers limb in lightning and slashes with a 50% chance of placing a taunt on the opponent

Taunt as a secondary effect seems too much, especially at 50%. You could use this on a defensive Water-type Pokémon that doesn't attack often (Milotic, Suicune, or whatnot) and they'd basically be rendered useless. Hampering a defensive Pokémon's strategy is viable, yeah, but the base power of this move means that the chance of taunt should at most be around 10% or so.

Status condition:

Burdened:
pokemon who are burdened will faint in 5 turns
immunities: Dark type/fighting type/ghost type
is healed like confusion though (switching out)

moves that use/heal Burdened

Refresh, aromatherapy, heal bell etc.

Burdened seems worse than Perish Song. Perish Song makes both the user and all others that hear it faint in three turns, but three turns is more than enough time to switch out to another Pokémon for both you and your opponent.

Phoenix Call (Normal)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user lets loose a divine call that may lower the foe's special defense by a stage (30%)
Distribution: Moltres,Articuno and Zapdos

Noble Roar (Normal)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user roars nobly and inflicts damage, it may drag out the next Pokemon (10%)
Distribution: Legendary dogs

Spirit Link (Psychic)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user sharpens its spirit and lets loose a psychic wave that will always hit nuetral. May boost special attack by one stage (30%).
Distribution: Legendary lake trio

New Items:
Lucky Charm: Raises the chance of secondary effects happening by 30%.

Give Zapdos Hurricane. With Rain support, it'll have 2 120 power STABs with no drawbacks. It's still slower and less powerful than Thundurus-T as while Thundurus-T has Superpower/Focus Blast, Zapdos will have make do with Hidden Power. UU lacks Politoed as well, so Zapdos will need to rely on Rain Dance to abuse this too. In short, I don't think this will be nearly as overpowered as it sounds.

Phoenix Call (Normal)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user lets loose a divine call that may lower the foe's special defense by a stage (30%)
Distribution: Moltres,Articuno and Zapdos

Noble Roar (Normal)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user roars nobly and inflicts damage, it may drag out the next Pokemon (10%)
Distribution: Legendary dogs

Spirit Link (Psychic)
PP: 15/Power: 90/Accuracy: 100/Category: Special
The user sharpens its spirit and lets loose a psychic wave that will always hit nuetral. May boost special attack by one stage (30%).
Distribution: Legendary lake trio

New Items:
Lucky Charm: Raises the chance of secondary effects happening by 30%.

They are no dogs.. they are felines just call them beasts.

Lucky charm on jirachi= endless ragequits

Originally Posted by Professor Oak

Only two things are infinite, the universe and the amount of zubat in caves, and I'm not sure about the former.

those sem fine, although why the heck you'd use a grass move on most any flying type, bar gyarados and lando/gliscor, is beyond me. although there is more to creating moves then changing the types of existing moves.

I can't see this being used competitvely. It only lowers the attack by a single stage, which is an easily mitigated by switching out. It's also got shaky accuracy and low PP. And it's pratically useless against Special Attackers or walls.

Hey Serebii, how you doing? Not sure how many of you guys from way back are out there, but just to let you know that I'm back, though I'm not sure how regularly I'll be on. Thanks for everything, and I hope I can continue to enjoy my time here!

Taunt as a secondary effect seems too much, especially at 50%. You could use this on a defensive Water-type Pokémon that doesn't attack often (Milotic, Suicune, or whatnot) and they'd basically be rendered useless. Hampering a defensive Pokémon's strategy is viable, yeah, but the base power of this move means that the chance of taunt should at most be around 10% or so.
.

Move: Kotetsu
Type: electric/Physical
Bsp: 95
pp: 10
effect: covers limb in lightning and slashes with a 10% chance of placing a taunt on the opponent

corrected,

Gale(flying)
Base power: N/A
PP: 10
Effect: creates a small twister around the pokemon reducing damage by 1/3 for 5 turns and causing rough skin/rocky helmet damage to pokemon who use a physical move
dissapears when user is switched out. cannot be baton passed

that should correct it a bit

Ability: Ama-no-murokumo - absorbs Dark type moves

I was going to make it like thick fat but that would mean ice is affected twice so here.

Move: Ashura
type: fire/physical
bsp: 85
pp: 15
effect: Covers body limb in fire and slashes at the last place the enemy attacked with 30% chance of DISABLING the LAST move the opponent used
also: FLAREON COULD LEARN IT!!!!!!!!

yes, a good move! no changes made.

One more move:

Maelstrom
type: Psychic/physical
bsp: 20
pp: 10
effect: teleports to the opponent slamming or slashing the opponent multiple times each attack. Hits 4-5 times
is unaffected by type of opponent or STAB.
----------------------------------------------------------------------------------------------------------
Prominince
type: Psychic/Special
bsp: 20
pp: 10
effect: teleports to the opponent sending multiple balls of aura each time. Hits 4-5 times
is unaffected by type of opponent or STAB.

that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.

that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.

that is rediculous. an attack that ignores the foe's type? that would deal damage as if you were fighting an untyped pokemon, which amounts to no damage, because having no type to defend with leaves psychic to deal no damage a la foe faints before you do your attack. no STAB is stupid, and would hinder it to the point of having no competitive usage, and a special multihit, let alone a psychic multihit, is, for lack of a better word, stupid.

it isn't psychic-type only, as a lot of pokemon could use each version....i just wanted to make a strong attack that worked like that.................also there is a PHYSICAL format. That was harshly abrupt!
Here is are the moves again with a small modification.

Maelstrom
type: Normal/physical
bsp: 20
pp: 10
effect: teleports to the opponent slamming or slashing the opponent multiple times each attack. Hits 4-5 times
is unaffected by type of the opponent.
----------------------------------------------------------------------------------------------------------
Prominince
type: Normal/Special
bsp: 20
pp: 10
effect: teleports to the opponent sending multiple balls of aura each time. Hits 4-5 times
is unaffected by type of the opponent.

Psychic STAB would over power the move which is why i cut that off, dragon has only one resistance but it would be overpowered.

A vast majority of pokemon could learn it; all bipeds and most 4-legged pokemon. Its now a boosted Strength that breaks subs, hits all types and negates sturdy.